Today I made a tender. Came together quite nicely, and I'm quite happy with the coal - a 6x6 grid sloped and randomised using the proportional editing tools. The real tender has four axles, but I opted for three to make it look less busy. I also opted to drop the second compartment (for water?)… Continue reading Day 35 – A tender touch
Day 34 – Further A4
Today I finished the A4 loco by adding wheels and grab rail details, and got it in-game. Once visible, I realised there was an issue with the model's normals - most of them were inverted, probably a result of using splines to cut geometry. After fixing most of them (manually, before I discovered Blender's Recalculate… Continue reading Day 34 – Further A4
Day 2^5 – More A4
Today I decided to carry on with yesterday's art as I felt like it was going really well. A significant amount of time went on trying to make the black "bird" shape on the sides look right - everything about this engine is so curvy! I've been making good use of NURBS + Knife Project… Continue reading Day 2^5 – More A4
Day 31 – A4 Pacific
Today I gave in to Unity and Visual Studio - they've both been pestering me to apply updates, so I decided to let them, and while they got on with that I put some serious time into an A4 Pacific model that I've been working on in the background The original uploader was G-Man at… Continue reading Day 31 – A4 Pacific
Day 30 – Trees, Open Source & Business
Today was a bit of a mish-mash - I started by doing some more on the Info UI; it now has an Open Source credits panel, and then started to think about privacy policy - I'll need one as I'm collecting data via GameAnalytics, but also Unity collects hardware information (you can disable this if… Continue reading Day 30 – Trees, Open Source & Business
Day 29 – More UI: Lost in the City
A continuation of yesterday - more adjusting the HUD, adding an info panel with credits, a couple of logos and open source credits. Not much more to say than that! Definitely another day or so to go to make it looking good now that the content's mostly there.
Day 28 – More UI
Today I continued with the new grid-based main menu. I've added the Play button to it, and removed the old UI-based menu. There were a few things I had to disable with it that proved a bit awkward but necessary for stability (eg random tile flipping, the player rotating tiles). I then turned my attention… Continue reading Day 28 – More UI
Day 27 – New Main Menu
Today I started by going to the internet to look at UI toolkit assets again - a lot of them look really nice, and are relatively cheap, but I couldn't help but feel like none of them matched the theme that well. I was close to choosing one of the wooden ones (eg), but then… Continue reading Day 27 – New Main Menu
Day 26 – Reunification
Following yesterday's realisation, I spent a while today reunifying all the scenes I'd created (Level, Frontend, Globals) back into a single scene for easier management. I'd originally made the split to ease load time issues - the main menu would be able to load a lot quicker than a the level with all its tiles… Continue reading Day 26 – Reunification
Day 25 – Analytics
I started today by continuing to try and pull together a signed 64-bit Android build, but a bug in Unity means it refuses to use/find the NDK (either the Unity-provided one, or a manually-downloaded copy). I sent a bug report for it, and decided to move on. I'm on the 2019.3 alpha (currently 2019.3.0a8), and… Continue reading Day 25 – Analytics






